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  1. @ivan.popelyshev I just found out it was only the old launcher holding back the upgrade. I just found the original download page and looked and re-downloaded the launcher which than downloaded the latest Spine now! Great! I always thought the upgrades stopped after a year because it never updated anymore, but guess it was just the launcher became old. This makes my day and now I can use pixi-spine again too! Thanks a lot for your help! 😄
  2. Thanks for your quick response @ivan.popelyshev . Yes I own that version of Spine. Bought it in 2014, but didn't really use it that much unfortunately, although I'd like to, because I did a lot of different graphics related stuff last years, like 3D, svg, plain pixi etc. And at the moment I'd like to spend more time to use it. I have been looking everywhere in my email, on the Esotheric website and in Spine, but can't find anything on upgrading Spine to 3.5.x without payment, like you wrote. How can I do that?
  3. Hi Everybody, I'd like to use Spine in a Pixi project (either the latest v4 or directly starting with v5). I use webpack and npm and saw that Pixi his split pixi-spine into a different npm package. According to the readme of pixi-spine the runtime supports spine data from Spine version 3.5 up. But I only have a pretty old version of Spine 2.1.18 essential and don't want to buy a newer version at the moment because of financial reasons. I only use the basis spine stuff, so no deformations or other new (mesh-like) features. Could anybody please tell me why Pixi-spine only supports Spine 3.5 and up? Is it only because of the pro-features, or does it not work with spine 2.1.18 essential data either? Anybody knows what changed? Is it just some keynames in the spine json file, or only added (professional) stuff while the basic remained the same? Or is there more to it? And is there perhaps a version of pixi-spine out there that is able to import spine data from 2.1.18 essential while still using the latest v4 Pixijs (or v5)? Thanks a lot!
  4. Hi, I'm trying to do a custom build of the pixi lib to optimize the filesize of the lib in a project. But for some reason it keeps on building the full lib (all modules), even though I have the -e or --exclude parameters added. This is what I did so far (following the instructions on the Pixi Github page): * downloading and unzipping the full pixi zip file (v4.2.2) * in the root of the pixi folder: npm install (creating node modules folder) * in the root of the pixi folder: npm run build -- -e extras -e interaction -e filters (also tried: npm run build -- --exclude extras --exclude interaction --exclude filters) For some reason this keeps on building the full pixi and minimize pixi files in the dist-folder, so it didn't exclude the modules mentioned. I am trying to debug this at the moment, but I'm not very familiar with npm and so far I'm a little in the dark. I upgraded nodeJs to version 6.9.1 some days ago, so that should be ok. Am I missing something here?
  5. Thanks for your efford @mattstyles, I looked inside the phaser code and I'm sure this is a bug inside Phaser that can't be solved by changing the place of the alignment settings in the code. So it seems like our findings are the same. I created an issue entrence on github a few days ago: Hopefully this gets attention for the 2.4.5 version. Would be great, 'cause that scaleManager is a nice thing to have in Phaser. 'Till then your workaround seems like a good alternative, thanks.
  6. Thanks for your response Matt. I understand this. As I wrote above I tried setting the centering directly after the instantiation of game (in the 'constructor' of my game, so even before boot state). But at that point the scalemanager is still undefined.... I tried creating a new ScaleManager object with game as a parameter, but that didn't work either. The init function inside the boot state should be the very first function to be executed according to what I can find in the docs. But that still seems to be 'too late' in the code, 'cause there is a visible jump from left to center. I looked everywhere in the docs and Phaser code, but I can't find any information about putting the centering values inside the gameconfig object. That would be my prefered choice and a logical place to me, 'cause the scaling can be set there too... Good point. I've looked at the examples, but unfortunately they are not Thanks LogicaLinsanity. That's a good alternative indeed. My first choice would be to use the Phaser scaleManager, because there IS this Phaser functionality build in, so why not take advantage of it instead of build extra code (wich probably can cause conflicts or do same things twice)? Next to this, the centering I want is not only horizontally, but also vertically. And I don't know of any (generic) method for vertical centering a game in css (both for use inside an scaling iframe as for use on fullscreen. where sometimes the maximum width is used and other times the maximum height, according to the orientation of the device). In other projects, where I don't use Phaser, I use my own resize-function for this in javascript and it works great, but with Phaser projects I think it's a little silly to create an extra/own function to scale/center while there is this beatiful scaleManager build into Phaser for exactly and only this purpose. But anyway... I building my own resize function is my only option at this point at the moment, 'cause it seems like this is a bug in Phaser. I looked in the Phaser code and it seems the renderer (canvas) gets created BEFORE the centering is done. So whereever I put the centering settings in my code, it always jumps... I posted my findings on Phasers github issues ( For now I will put my own resize function back into the code. Thanks for your responses!
  7. Hi Shtanton, I believe you have the same problem now with Phaser as I had a few months ago with pixi (the underlying rendering system of Phaser). Also with ropes and sprite-frames. pixi isn't able to use spritesheet frames as an image for ropes, because that isn't supported (yet). For my project I rewrote the code to use only a single image for the rope. Hope this helps
  8. Really?? Knowbody has any insight on this?? Doesn't anybody here use center stage together with scaling?
  9. Hello guys, I have a problem about scaling / centering my game that's driving me nuts by now, so it's time to ask for some help... I'm trying to center my game on screen using the scaleManagers properties pageAlignHorizontally and pageAlignVertically. But wherever I put the lines to set those parameters, the game jumps from the left of the screen to the center everytime at startup. * At first I was hoping I could put the centering properties inside the gameConfig. But I can't find a way to do that. Is this even possible? * Then I was guessing where exactly to put the centering settings; it wasn't possible inside the constructor, 'cause game.scale is null at that point * So I put the scaling settings inside the bootState init method. That works, but only after the original (left) position of the game was first drawn unto the screen. In other words: the game jumps from the left alignment to the center Then I tried to put a scale refresh directly after it, but that doesn't fix it. The game works with states. So this my guestions: - Would it be possible to set the alignment (horizontal/vertical) to center from inside the gameConfig? (that would be the best!) - Or else: where to put the alignment settings in my code so that the game doesn't jump at first drawing? - And: Why is game.scale null after creating a new game? I would expect it to be ready Hope one of you guys can help me with this! Here's a simplified version of my code:
  10. Alright. fromFrame isn't implemented in rope (yet) according to the quick reaction from Mat Groves:
  11. Sorry for not answering all responses... too much to handle Anyhow: in case somebody's interested: after a lot of trying it still could be I'm missing something here, but it seems like a bug to me. Posted it here:
  12. Try using the DefinitelyTyped typescript file for PIXI instead, that should contain most of the PIXI code and is updated 8 months ago according to github:
  13. Hi to all, Today I was trying to optimize my code by combining images into a spritesheet. I'm used to do this with PIXI and it always works fine. But now I use the imagecombining together with PIXIs rope for the first time. The rope is working fine with a single image file. I would expect this would work with a spritesheet-frame instead just by replacing the texture from file into texture from frame. But it's not showing as expected... After the switch the rope still works, but displays the full baseTexture (spritesheet) instead of the single cutout part (frame). I had some struggle, but whatever I tried I can't get the rope to work together with the fromFrame texture. Is this a bug in PIXI (I find that hard to believe)? Or am I missing something here? BTW: The points-array code I didn't change. And I'm using the at the moment latest PIXI: 2.2.9 var points, rope; var segments = 14; var imgWidth = 980; // px frame var length = imgWidth / segments; // DEFINE POINTS points = []; for (var i = 0; i < segments; i++) { points.push(new px.Point(i * length, 0)); } // DEFINE ROPE rope = new px.Rope(px.Texture.fromFrame(snakesettings.imgID), points); // DOESN'T WORK: USES FULL BASETEXTURE FOR SOME REASON// BEFORE THIS WAS WORKING FINE WITH SEPERATE IMAGE FILES: px.Rope(px.Texture.fromImage(snakesettings.imgID), points); rope.x = - imgWidth / 2; // center x // DEFINE CONTAINER var ropeContainer = new px.DisplayObjectContainer(); ropeContainer.addChild(rope);
  14. Tweeper


    Where can I find v0.30? In on github it still says v0.26 Very nice work alforno!! Looks fantastic!